Jump to content

lazygecko

Members
  • Posts

    1,676
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by lazygecko

  1. Bastion is a lot of fun. But the graphics, pretty as they are, really aren't very functional and get in the way too much. I find it too difficult to make out important things from the environment, especially when things get hectic with a lot going on. They should take some cues from Valve's visual designs.

  2. Amnesia was very disappointing. Don't like the memory flashback exposition, and the game seems dead set on constantly hampering my controls by scripted stumbling or forcing the camera onto certain things. The scare effects they use don't really push my buttons either, so most of the intended effect is lost on me I guess.

    Limbo seems like a nice throwback to Another World style games, but seems a bit too sparse and lacks variety so far.

    Superbrothers... I have no idea if this game wants to be an action RPG or point & click, but I'm afraid it's not doing either particularly well.

    Have yet to try Bastion and Psychonauts.

  3. In typical Japanese 4-channel NES music, the first channel would almost always be playing some kind of melody while the second one was a sort of jack of all trades. Sometimes it would harmonize the lead melody, then it might switch to a more complex counter-melody, and sometimes it would be playing a fake echo/chorus variant of the lead melody to shift more attention towards it and giving the music some breathing room from the complexity. I think these are some of the key features that made the music so memorable.

  4. Variable pricing has existed for the western market in the past, and it always has for PC gaming. It's only in recent years in the retail console market where all publishers feel they have to normalize prices at $60 regardless of budget.

    The Japanese market is very different because a lot of publishers focus solely on the domestic market instead of going international.

  5. Just pointing out, those aren't THE two arguments, those are YOUR two arguments.

    Digital doesn't allow for any more 'new' creative directions than analogue, that's a stupid point, as is the opinionated, 'easier to work with'.

    Well for one, if we're talking about storage format then digital doesn't have nearly as many physical limitations in terms of how long your records can be and their dynamic range.

    As for being easier to work with, just compare how time consuming it was to set up and maintain a classic analog studio, compared to loading up a digital software project. Much less time spent on that, more time spent on the actual creative process.

  6. It's third person and will be mostly hotkey based like traditional MMORPGs. It's predictable and unexciting, but probably better than trying to adapt the single player games' notoriously badly balanced mechanics into an multiplayer setting.

    It's the PvP portion that will be more freeform and sandbox-based. That's alright with me. PvP is split into 3 factions and Cyrodiil is the hot spot for PvP battles. The winning faction takes the Imperial City and the highest ranked player becomes emperor until the balance of power shifts again.

  7. Skyrim Monster Mod has recieved tons of new monsters lately. You won't just find retextured vanilla monsters, but also brand new ones such as werecats, minotaurs, lots of new daedra and even some monsters from Witcher 2.

    Just keep in mind that it also changes dragon encounters making it incompatible with other dragon mods, unless you know how to patch them together.

    If you combine Glorious Grasses and Lush Grass with Lush Trees you get much denser vegetation which makes forests look like actual forests. It's two very simple tweaks that has a tremendous impact on the environment.

    Signs and Guardians overhauls the doomstone mechanics to be more like Oblivion/Skyrim, making them permanent signs that have more of an impact on your character progression. Each stone now gives you 3 different options to choose from. For example: Vanilla 20% faster combat exp, +50 health, or a temporary berserk buff from the Warrior stone.

    Interesting NPCs adds many more characters throughout the world you can interact with. Their dialog is much more fleshed out than the vanilla NPCs and is more reminiscent of older, less watered down RPGs. Some of the NPCs are even voiced. VA quality is everything from okay to pretty good.

  8. Probably the main graphics won't be touched much, just increased resolution and improved interface. 3D graphics are easier to improve where you can simply increase texture size, and smooth out the models while keeping the rest like animation intact. For Baldur's Gate's pre-rendered graphics everything would need to be redrawn.

  9. Transcribing by ear isn't such a superhuman feat you're making it sound like. Like everything else it takes practice, but not as much practice for becoming a good composer or producer or whatever. For remixing purposes you might not even need to get the whole song, just the essentials and you can substitute the rest with your own stuff.

    If you're having trouble picking out chords, try to imagine them as arpeggios first.

  10. I'm not really contesting Dave's point of view. I was arguing against the notion that you'd want to take the chiptune route because it's supposedly simpler to create a full-fledged song that way. There have been so many techniques discovered over the decades which has raised the bar tremendously compared what you'd hear from, say, Zelda.

  11. I would argue there is plenty of production involved in chiptune music. The prinicpless are instead transfered to the sequencing itself, where you add faked echo, reverb, etc into the actual composition. Skilled chiptune musicians like virt use clever tricks such as adding faked reverb/echo inbetween notes but in a different key, which is a great way to "trick" the listener and add more harmonics to the music.

×
×
  • Create New...